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rekcah

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    Re-United RO

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Poring

Poring (1/15)

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  1. oh i see, in this script old players that are leve 99 also acquired this freebies
  2. I just wandering is it possible to have an NPC which give an item to New Players that reached 99? The NPC will check below: -Account/Char Date Created ex: Set it to.. March 4 ~ onwards, Old accounts "March 03 below" are not able to participate here. I hope someone can share it to me thanks.
  3. Hello guys i need your help i got this poring race script my problem is only 1 monster is running on this event can you check it for me if what's wrong in this script thanks // Capuche cleaning Base on the poring race by Zell_ff8, xianz, Neko prontera,139,184,5 script Poring Race 882,{ if( .access_Prace == 0 ) { mes "[Poring Race Staff]"; mes "Poring Race has ended."; close; } mes "[Poring Race Staff]"; mes "Do you want to participate on Poring Race?"; if( select( "Yes","No" ) -1 ) { next; mes "[Poring Race Staff]"; mes "See you again next time!"; close; } if( .access_Prace == 0 ) { next; mes "[Poring Race Staff]"; mes "..."; mes "..."; mes "Cheater!!~~"; close; } close2; @prace_winner$ = ""; warp "p_track01",52,41; end; // OnInit: OnMinute20: if( gettime(3)%2 ) end; set .access_Prace, 1; announce "Poring Race is now open!",0,0xFFAB54; setnpctimer 100000,"Bidder#prace0"; startnpctimer "Bidder#prace0"; end; OnPraceEnd: set .access_Prace, 0; announce "Poring Race is over!",0,0xFFAB54; end; } p_track01,58,41,3 script Bidder#prace0 877,{ function checkevent; mes "[Bidder]"; if( getstrlen( @prace_winner$ ) ) { mes "You have choose ^00bb00"+ @prace_winner$ +"^000000"; close; } else if ( checkevent() || .start ) { mes "There is a race in progress..."; close; } else if( !getvariableofnpc( .access_Prace,"Poring Race" ) ) { mes "There is no race."; close; } mes "Choose the poring you want to bet:"; mes "It will cost "+ .zeny_req +" Zeny."; .@s = select( .menu_$ ); if( .@s == 7 ) { next; mes "[Bidder]"; mes "Goodbye."; close; } .@c$ = .monst_$[ .@s -1 ]; if ( checkevent() ) { next; mes "[Bidder]"; mes "..."; mes "..."; mes "Cheater!!~~"; close; } else if( Zeny < .zeny_req ) { next; mes "[Bidder]"; mes "You don't have enough Zeny."; close; } Zeny -= .zeny_req; @prace_winner$ = .@c$; .prace_bidders[ .prace_bets ] = getcharid(3); .prace_bets++; next; mes "[Bidder]"; mes "I have "+ .prace_bets +" bets."; initnpctimer; npctalk "I got "+ strcharinfo(0) +" bet!"; close; OnTimer60000: npctalk "I got "+ .prace_bets +" bets. Anyone else?"; end; OnTimer80000: npctalk "The race will start soon. Last chance."; end; OnTimer90000: stopnpctimer; .start = 1; mapannounce "p_track01","Porings, on your marks...",1,0xFFAB54; sleep 2500; for( .@i = 3; .@i > 0; .@i-- ) { mapannounce "p_track01","..."+ .@i +"...",1,0xFFAB54; sleep 1000; } donpcevent strnpcinfo(0) +"::OnStartRace"; sleep 1000; mapannounce "p_track01","Gooo!!!",1,0xFFAB54; end; OnTimer320000: mapwarp "p_track01","prontera",142,170; donpcevent "Poring Race::OnPraceEnd"; .prace_winner$ = ""; .start = .prace_bets = 0; donpcevent strnpcinfo(0) +"::OnReturnRace"; end; OnStartRace: callsub L_label, "OnRace"; OnStopRace: callsub L_label, "OnStop"; OnReturnRace: callsub L_label, "OnReturn"; L_label: donpcevent "Metaling#prace3::"+ getarg(0); donpcevent "Poring#prace1::"+ getarg(0); donpcevent "Poporing#prace6::"+ getarg(0); donpcevent "Angeling#prace2::"+ getarg(0); donpcevent "Santa Poring#prace5::"+ getarg(0); donpcevent "Deviling#prace4::"+ getarg(0); if( getarg(0) == "OnStop" && .prace_winner$ != "" ) callsub L_WinRace; end; L_WinRace: mapannounce "p_track01", "The winner is "+ .prace_winner$,1,0xFFAB54; donpcevent strnpcinfo(0) +"::OnChequeo"; sleep 3000; donpcevent strnpcinfo(0) +"::OnReturnRace"; sleep 10000; mapwarp "p_track01","prontera",142,170; donpcevent "Poring Race::OnPraceEnd"; .prace_winner$ = ""; .start = .prace_bets = 0; end; OnChequeo: for( .@i = 0 ; .@i < getarraysize( .prace_bidders ); .@i++ ) { if( attachrid( .prace_bidders[.@i] ) && getstrlen( @prace_winner$ ) ) { dispbottom "The winner is "+ .prace_winner$ +" and you have bet for "+ @prace_winner$ +"."; if( @prace_winner$ == .prace_winner$ ) { dispbottom "You have won!"; mapannounce "p_track01"," Congratulations! "+ strcharinfo(0) +" has won!",1,0xFFAB54; getitem .item_gained, .item_num_gain; emotion 21,1; } else { dispbottom "You have lost."; emotion 28,1; } @prace_winner$ = ""; } } deletearray .prace_bidders; end; OnInit: .zeny_req = 30000; .item_gained = 7539; .item_num_gain = 1; setarray .monst_$,"Poring","Angeling","Metaling","Deviling","Santa Poring","Poporing","None"; .menu_$ = implode( .monst_$, ":" ); end; function checkevent { getmapxy .@mapname$, .@x1, .@y, 1, "Poring#prace1"; getmapxy .@mapname$, .@x2, .@y, 1, "Angeling#prace2"; getmapxy .@mapname$, .@x3, .@y, 1, "Metaling#prace3"; getmapxy .@mapname$, .@x4, .@y, 1, "Deviling#prace4"; getmapxy .@mapname$, .@x5, .@y, 1, "Santa Poring#prace5"; getmapxy .@mapname$, .@x6, .@y, 1, "Poporing#prace6"; .@t = ( .@x1 + .@x2 + .@x3 + .@x4 + .@x5 + .@x6 ) != 58 * 6; return .@t; } } //----------------------------------- // Racer NPC's //----------------------------------- - script pori_race -1,{ OnRace: initnpctimer; end; OnStop: stopnpctimer; end; OnReturn: sleep 1000; while( strnpcinfo(1) != .monst$[ .@i ] ) .@i++; movenpc strnpcinfo(3), 58, .walk_t[.@i]; end; OnTimer1100: getmapxy .@mapname$,.@x,.@y,1, strnpcinfo(3); if( rand(100) < .prace_random ) npcwalkto .@x-1, .@y; .@r = rand( .prace_random2 ); if ( .@x -1 == 29 ) { while( strnpcinfo(1) != .monst$[ .@i ] ) .@i++; set getvariableofnpc( .prace_winner$, "Bidder#prace0" ), .monst$[ .@i ]; emotion 29; donpcevent "Bidder#prace0::OnStopRace"; end; } stopnpctimer; setnpctimer .@r; startnpctimer; end; OnInit: deletearray .walk_t; deletearray .monst$; setarray .walk_t, 38, 36, 34, 32, 30, 28; setarray .monst$, "Poring", "Angeling", "Metaling", "Deviling", "Santa Poring", "Poporing"; .prace_random = 70; .prace_random2 = 600; end; } p_track01,58,38,2 duplicate(pori_race) Poring#prace1 1002 p_track01,58,36,2 duplicate(pori_race) Angeling#prace2 1096 p_track01,58,34,2 duplicate(pori_race) Metaling#prace3 1613 p_track01,58,32,2 duplicate(pori_race) Deviling#prace4 1582 p_track01,58,30,2 duplicate(pori_race) Santa Poring#prace5 1062 p_track01,58,28,2 duplicate(pori_race) Poporing#prace6 1031 p_track01,78,42,0 warp p_track002 1,3,prontera,142,170 p_track01 mapflag nobranch p_track01 mapflag noicewall p_track01 mapflag nomemo p_track01 mapflag noreturn p_track01 mapflag noteleport p_track01 mapflag nowarpto p_track01 mapflag nowarp p_track01 mapflag pvp off p_track01 mapflag nosave
  4. Hello guys i found that this tool was working on my server even though i have harmony and never detected. the program name is meth4u.1.2.3.exe a simple program that injects on ro.exe client the features of this program has an auto pots, and Maya Purple Gaming. . . . I was hoping someone who can help me to prevent this tool on my client/server my friend told me it can avoid by hiding the ro.exe on process list just like other online games using gameguard. Sample Screenshot attached:
  5. Not Yet Tested. http://pastebin.com/6f5Dx6bD ok i will test it thx Edit: It runs on my server the problem is even a player without a donation pods he still can job change. -a player with pods has deduct but there is no rule/check if a player has no proof of donation before proceeding on job change.
  6. //==============================================================================// //= Script Release : Job Changer + Max Leveler [ Version 1.6 ] //==================================By==========================================// //= ManiacSociety //==============================================================================// //= Idea Came From : ManiacSociety //= Helper : Emistry & Kenpachi //==============================================================================// //= D E S C R I P T I O N S //==============================================================================// // -- 1. Character can choose a Job which he like to be. // -- 2. This NPC only have 1 Time Usage. // If it is set to Account Based then that account can use 1 times. // If it is set to Character Based then all new character can use 1 times. // -- 3. Complete skills / Skill Points will be given if it is set to be. // -- 4. Base Level and Job Level will be given upon Job Change. // -- 5. Allow players to click an items to call out the NPC. //==============================================================================// //= V E R S I O N S //==============================================================================// // -- [ 1.6 ] : Added Item Script which allow the Scripts work as a "Tickets". // -- [ 1.5 ] : Added Configuration for Account Based / Character Based Settings // -- [ 1.4 ] : Added Baby Classes + 3rd Job Classes. // -- [ 1.3 ] : Added Configuration Option , 4 Announce Option , Informations. // -- [ 1.2 ] : Simplified Scripts + Shorten the Scripts. // -- [ 1.1 ] : Added New Job Change Option. // -- [ 1.0 ] : Simple Login Auto Max Level + Job Changer. //==============================================================================// //= R U L E S //==============================================================================// // -- 1. Do not use for exchanging purpose. // -- 2. Do not claim it as yours. // -- 3. Do not change or remove the credits. // -- 4. Do not sell the script in order to get paid. // -- 5. Do not re-sharing upon modified without permission. //==============================================================================// // OnPCLoginEvent: // -- Add this at item DB. ( Change it to any items to your like. ) // -- 30000,JobClassTicket,JobClassTicket,11,10,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ doevent "ClassHelper::OnPCLoginEvent"; },{},{} prontera,148,176,4 script Class Helper 779,{ // -- Configuration Option set .npcname$,"[ ^0000FF Class Helper ^000000 ]"; set .InfoMenu,0; // Classes Informations Option [ 0 - Disable / 1 - Enable ] set .1stClassMenu,1; // First Job Class Option [ 0 - Disable / 1 - Enable ] set .2ndClassMenu,1; // Second Job Class Option [ 0 - Disable / 1 - Enable ] set .High1stClassMenu,0; // High 1st Class Option [ 0 - Disable / 1 - Enable ] set .Trans2ndClassMenu,0; // Transcendent Class Option [ 0 - Disable / 1 - Enable ] set .Trans3rdClassMenu,0; // Third Job Class Option [ 0 - Disable / 1 - Enable ] set .ExpandedClassMenu,0; // Expanded Class Option [ 0 - Disable / 1 - Enable ] set .BabyClassMenu,0; // Baby Job Class Option [ 0 - Disable / 1 - Enable ] set .Baby3rdClassMenu,0; // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ] set .Allskills,0; // Complete Skills Option [ 0 - Disable / 1 - Enable ] // -- Usable for Only 1 Time set .Based,1; // [ 0 - Account Based / 1 - Character Based ] if( ClassHelper == 1 || #ClassHelper == 1 ) end; Main_Menu: mes .npcname$; mes "I am the Job Class Helper..."; mes "I am here to help you."; mes " ^FF0000________________________________^000000"; mes "Do you wish to become Stronger ?"; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "Do you admire those who have a great power ? Do you wish to become a part of them ? If yes , then which classes that you admire the most ?"; next; switch(select(( .InfoMenu == 0 )?"":"^4EEE94Classes Information^000000", ( .1stClassMenu == 0 )?"":"^0000FFFirst Job Classes^000000", ( .2ndClassMenu == 0 )?"":"^0000FFSecond Job Classes^000000", ( .High1stClassMenu == 0 )?"":"^0000FFHigh First Job Classes^000000", ( .Trans2ndClassMenu == 0 )?"":"^0000FFTranscendent Job Classes^000000", ( .Trans3rdClassMenu == 0 )?"":"^0000FFThird Job Classes^000000", ( .ExpandedClassMenu == 0 )?"":"^0000FFExpanded Job Classes^000000", ( .BabyClassMenu == 0 )?"":"^0000FFBaby Normal Job Classes^000000", ( .Baby3rdClassMenu == 0 )?"":"^0000FFBaby Third Job Classes^000000", "^FF0000Sorry, i admire nobody....^000000")) { Case 1: goto Classes_info; Case 2: goto FirstJob_Classes; Case 3: goto SecondJob_Classes; Case 4: goto HighFirstJob_Classes; Case 5: goto TransSecondJob_Classes; Case 6: goto TransThirdJob_Classes; Case 7: goto ExpandedJob_Classes; Case 8: goto BabyJob_Classes; Case 9: goto BabyThirdJob_Classes; Case 10: if ( .Based == 0 ){ set #ClassHelper,1; } if ( .Based == 1 ){ set ClassHelper,1; } close; } FirstJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Swordman^000000", "^76EE00Magician^000000", "^76EE00Archer^000000", "^76EE00Acolyte^000000", "^76EE00Merchant^000000", "^76EE00Thief^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; Case 1: callsub Job_Changing,1,255,120,120,"All"; Case 2: callsub Job_Changing,2,255,120,120,"All"; Case 3: callsub Job_Changing,3,255,120,120,"All"; Case 4: callsub Job_Changing,4,255,120,120,"All"; Case 5: callsub Job_Changing,5,255,120,120,"All"; Case 6: callsub Job_Changing,6,255,120,120,"All"; Case 7: goto Main_Menu; } HighFirstJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00High Swordman^000000", "^76EE00High Magician^000000", "^76EE00High Archer^000000", "^76EE00High Acolyte^000000", "^76EE00High Merchant^000000", "^76EE00High Thief^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; Case 1: callsub Job_Changing,4002,255,120,120,"All"; Case 2: callsub Job_Changing,4003,255,120,120,"All"; Case 3: callsub Job_Changing,4004,255,120,120,"All"; Case 4: callsub Job_Changing,4005,255,120,120,"All"; Case 5: callsub Job_Changing,4006,255,120,120,"All"; Case 6: callsub Job_Changing,4007,255,120,120,"All"; Case 7: goto Main_Menu; } SecondJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Knight^000000", "^76EE00Priest^000000", "^76EE00Wizard^000000", "^76EE00Blacksmith^000000", "^76EE00Hunter^000000", "^76EE00Assassin^000000", "^76EE00Crusader^000000", "^76EE00Monk^000000", "^76EE00Sage^000000", "^76EE00Rogue^000000", "^76EE00Alchemist^000000", ( Sex == 0 )?"":"^76EE00Dancer^000000", ( Sex == 1 )?"":"^76EE00Bard^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; Case 1: callsub Job_Changing,7,255,120,110,"Self"; Case 2: callsub Job_Changing,8,255,120,110,"Self"; Case 3: callsub Job_Changing,9,255,120,110,"Self"; Case 4: callsub Job_Changing,10,255,120,110,"Self"; Case 5: callsub Job_Changing,11,255,120,110,"Self"; Case 6: callsub Job_Changing,12,255,120,110,"Self"; Case 7: callsub Job_Changing,14,255,120,110,"Self"; Case 8: callsub Job_Changing,15,255,120,110,"Self"; Case 9: callsub Job_Changing,16,255,120,110,"Self"; Case 10: callsub Job_Changing,17,255,120,110,"Self"; Case 11: callsub Job_Changing,18,255,120,110,"Self"; Case 12: callsub Job_Changing,20,255,120,110,"Self"; Case 13: callsub Job_Changing,19,255,120,110,"Self"; Case 14: goto Main_Menu; } TransSecondJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Lord Knight^000000", "^76EE00High Priest^000000", "^76EE00High Wizard^000000", "^76EE00Whitesmith^000000", "^76EE00Sniper^000000", "^76EE00Assassin Cross^000000", "^76EE00Paladin^000000", "^76EE00Champion^000000", "^76EE00Professor^000000", "^76EE00Stalker^000000", "^76EE00Creator^000000", ( Sex == 0 )?"":"^76EE00Gypsy^000000", ( Sex == 1 )?"":"^76EE00Clowm^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; Case 1: callsub Job_Changing,4008,255,120,170,"Self"; Case 2: callsub Job_Changing,4009,255,120,170,"Self"; Case 3: callsub Job_Changing,4010,255,120,170,"Self"; Case 4: callsub Job_Changing,4011,255,120,170,"Self"; Case 5: callsub Job_Changing,4012,255,120,170,"Self"; Case 6: callsub Job_Changing,4013,255,120,170,"Self"; Case 7: callsub Job_Changing,4015,255,120,170,"Self"; Case 8: callsub Job_Changing,4016,255,120,170,"Self"; Case 9: callsub Job_Changing,4017,255,120,170,"Self"; Case 10: callsub Job_Changing,4018,255,120,170,"Self"; Case 11: callsub Job_Changing,4019,255,120,170,"Self"; Case 12: callsub Job_Changing,4021,255,120,170,"Self"; Case 13: callsub Job_Changing,4020,255,120,170,"Self"; Case 14: goto Main_Menu; } TransThirdJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Rune Knight^000000", "^76EE00Warlock^000000", "^76EE00Ranger^000000", "^76EE00Arch Bishop^000000", "^76EE00Mechanic^000000", "^76EE00Guillotine Cross^000000", "^76EE00Royal Guard^000000", "^76EE00Sorcerer^000000", ( Sex == 0 )?"":"^76EE00Wanderer^000000", ( Sex == 1 )?"":"^76EE00Minstrel^000000", "^76EE00Shura^000000", "^76EE00Genetic^000000", "^76EE00Shadow Chaser^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; Case 1: callsub Job_Changing,4060,99,70,200,"All"; Case 2: callsub Job_Changing,4061,99,70,200,"All"; Case 3: callsub Job_Changing,4062,99,70,200,"All"; Case 4: callsub Job_Changing,4063,99,70,200,"All"; Case 5: callsub Job_Changing,4064,99,70,200,"All"; Case 6: callsub Job_Changing,4065,99,70,200,"All"; Case 7: callsub Job_Changing,4073,99,70,200,"All"; Case 8: callsub Job_Changing,4074,99,70,200,"All"; Case 9: callsub Job_Changing,4076,99,70,200,"All"; Case 10: callsub Job_Changing,4075,70,70,200,"All"; Case 11: callsub Job_Changing,4077,70,70,200,"All"; Case 12: callsub Job_Changing,4078,70,70,200,"All"; Case 13: callsub Job_Changing,4079,70,70,200,"All"; Case 14: goto Main_Menu; } ExpandedJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Super Novice^000000", "^76EE00Gunslinger^000000", "^76EE00Ninja^000000", "^76EE00Star Gladiator^000000", "^76EE00Soul Linker^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; Case 1: callsub Job_Changing,23,255,120,170,"All"; Case 2: callsub Job_Changing,24,255,120,170,"All"; Case 3: callsub Job_Changing,25,255,120,170,"All"; Case 4: callsub Job_Changing,4047,255,120,170,"All"; Case 5: callsub Job_Changing,4049,255,120,170,"All"; Case 6: goto Main_Menu; } BabyJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Baby Swordman^000000", "^76EE00Baby Magician^000000", "^76EE00Baby Archer^000000", "^76EE00Baby Acolyte^000000", "^76EE00Baby Merchant^000000", "^76EE00Baby Thief^000000", "^76EE00Baby Knight^000000", "^76EE00Baby Priest^000000", "^76EE00Baby Wizard^000000", "^76EE00Baby Blacksmith^000000", "^76EE00Baby Hunter^000000", "^76EE00Baby Assassin^000000", "^76EE00Baby Crusader^000000", "^76EE00Baby Monk^000000", "^76EE00Baby Sage^000000", "^76EE00Baby Rogue^000000", "^76EE00Baby Alchemist^000000", ( Sex == 0 )?"":"^76EE00Baby Dancer^000000", ( Sex == 1 )?"":"^76EE00Baby Bard^000000", "^76EE00Baby Baby^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; Case 1: callsub Job_Changing,4024,255,50,60,"Self"; Case 2: callsub Job_Changing,4025,255,50,60,"Self"; Case 3: callsub Job_Changing,4026,255,50,60,"Self"; Case 4: callsub Job_Changing,4027,255,50,60,"Self"; Case 5: callsub Job_Changing,4028,255,50,60,"Self"; Case 6: callsub Job_Changing,4029,255,50,60,"Self"; Case 7: callsub Job_Changing,4030,255,50,110,"Self"; Case 8: callsub Job_Changing,4031,255,50,110,"Self"; Case 9: callsub Job_Changing,4032,255,50,110,"Self"; Case 10: callsub Job_Changing,4033,255,50,110,"Self"; Case 11: callsub Job_Changing,4034,255,50,110,"Self"; Case 12: callsub Job_Changing,4035,255,50,110,"Self"; Case 13: callsub Job_Changing,4037,255,50,110,"Self"; Case 14: callsub Job_Changing,4038,255,50,110,"Self"; Case 15: callsub Job_Changing,4039,255,50,110,"Self"; Case 16: callsub Job_Changing,4040,255,50,110,"Self"; Case 17: callsub Job_Changing,4041,255,50,110,"Self"; Case 18: callsub Job_Changing,4043,255,50,110,"Self"; Case 19: callsub Job_Changing,4042,255,50,110,"Self"; Case 20: callsub Job_Changing,4045,255,50,110,"Self"; Case 21: goto Main_Menu; } BabyThirdJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Baby Rune Knight^000000", "^76EE00Baby Warlock^000000", "^76EE00Baby Ranger^000000", "^76EE00Baby Arch Bishop^000000", "^76EE00Baby Mechanic^000000", "^76EE00Baby Guillotine Cross^000000", "^76EE00Baby Royal Guard^000000", "^76EE00Baby Sorcerer^000000", ( Sex == 0 )?"":"^76EE00Baby Wanderer^000000", ( Sex == 1 )?"":"^76EE00Baby Minstrel^000000", "^76EE00Baby Shura^000000", "^76EE00Baby Genetic^000000", "^76EE00Baby Shadow Chaser^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; Case 1: callsub Job_Changing,4096,99,70,200,"All"; Case 2: callsub Job_Changing,4097,99,70,200,"All"; Case 3: callsub Job_Changing,4098,99,70,200,"All"; Case 4: callsub Job_Changing,4099,99,70,200,"All"; Case 5: callsub Job_Changing,4100,99,70,200,"All"; Case 6: callsub Job_Changing,4101,99,70,200,"All"; Case 7: callsub Job_Changing,4102,99,70,200,"All"; Case 8: callsub Job_Changing,4103,99,70,200,"All"; Case 9: callsub Job_Changing,4105,99,70,200,"All"; Case 10: callsub Job_Changing,4104,99,70,200,"All"; Case 11: callsub Job_Changing,4106,99,70,200,"All"; Case 12: callsub Job_Changing,4107,99,70,200,"All"; Case 13: callsub Job_Changing,4108,99,70,200,"All"; Case 14: goto Main_Menu; } Job_Changing: mes .npcname$; mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000."; if (compare(getarg(4),"All")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00; } if (compare(getarg(4),"Map")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00; } if (compare(getarg(4),"Area")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00; } if (compare(getarg(4),"Self")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00; } jobchange getarg(0); set BaseLevel,getarg(1); set JobLevel,getarg(2); ResetSkill; ResetStatus; set SkillPoint,98; percentheal 100,100; if ( .Based == 0 ){ set #ClassHelper,1; } if ( .Based == 1 ){ set ClassHelper,1; } //warp "new_1-1",53,106; //save "prontera",156,191; close; Classes_info: mes .npcname$; mes "=====[^76EE00 Swordman Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Archer Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Mage Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Thief Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Acolyte Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Merchant Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Super Novice ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Gunslinger ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Ninja ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Taekwon ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. "; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Star Gladiator ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Soul Linker ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability."; mes " ^FF0000________________________________^000000"; next; goto Main_Menu; OnInit: waitingroom "Auto Job Changer",0; end; } Hello guys i hope someone could help me i want to put this instant job changer and the player must pay Item ID# 7179 (Donation_Card) x10 in order to get instant job so my question is what code should i used and where to insert it thanks Sorry for my bad english
  7. Hello rAthena Team may i request this script or share with me? Lately i got problem with my hosting site so i was planning to put a Compensation NPC automatically give the rewards to old players on that script there should be no rewards for newly create account, is it possible thanks.
  8. Can you help me with this script? My players requesting for Zeny option here in my Lotti Girl here's the code. I hope you help me guys. So if they play Lotti Girl there would be two option for players 1. 1m Zeny 2. 1pc Proof of Donation // http://rathena.org/board/topic/83017-pro-lotti-girl-refine-master/ prontera,141,226,6 script Lotti Girl 714,{ mes "[Lotti Girl]"; mes "Hello Sir! Are you out"; mes "shopping in the city?!"; next; mes "[Lotti Girl]"; mes "I'm Lotti! I'll exchange cool"; mes "random prizes for every"; mes "^ff00001 Proof of Donation^000000."; next; mes "[Lotti Girl]"; mes "Our Grand prize is:"; mes "^ff0000+9 Armor Refine Deed^000000"; mes "Special prizes are:"; mes "^ff0000+8 Armor Refine Deed^000000"; mes "^ff0000+9 Weapon Refine Deed^000000"; mes "and ^ff0000Reins of Mount^000000"; next; mes "[Lotti Girl]"; mes "You can still get random item"; mes "if you failed to get the grand"; mes "prize and special prizes."; if (countitem(7179) < 1) close; next; if(select("Deal me in!:No way...")==2) close; mes "[Lotti Girl]"; mes "Here we go..."; delitem 7179,1; set .@Total,9; //<%>,<ItemID>,<Amount> setarray .@P1[0],0,6232,1; setarray .@P2[0],1,6228,1; setarray .@P3[0],5,6233,1; setarray .@P4[0],20,12221,5; setarray .@P5[0],90,663,100; setarray .@P6[0],80,13550,1; setarray .@P7[0],90,12210,5; setarray .@P8[0],80,12263,5; setarray .@P9[0],10,12622,1; setarray .@Default[0],7227,5; set .@i, rand(1,.@Total); if (rand(1,100) > getd(".@P"+.@i+"[0]")) { for(set .@j,0; .@j<getarraysize(.@Default); set .@j,.@j+2) { getitem .@Default[.@j], .@Default[.@j+1]; if(!.@k[0]) setarray .@k[0], .@Default[.@j], .@Default[.@j+1]; } } else{ for(set .@j,1; .@j<getarraysize(getd(".@P"+.@i)); set .@j,.@j+2) { getitem getd(".@P"+.@i+"["+.@j+"]"), getd(".@P"+.@i+"["+(.@j+1)+"]"); if (!.@k[0]) { set .@gz,.@i; setarray .@k[0], getd(".@P"+.@i+"["+.@j+"]"), getd(".@P"+.@i+"["+(.@j+1)+"]"); break; } } } if(1<=.@gz&&.@gz<=4) announce "Congratulations! "+strcharinfo(0)+" just received "+getitemname(.@k[0])+" x "+.@k[1]+" from Lotti Girl (prontera 139 173)!",0; specialeffect2 248; close; }
  9. Guys im using Thor Patcher 2.6 i don't have any problem on updating data like num2itemdesctable.txt etc. but when i try to update/add custom sprites, i got sprite error on my client, the Patch was successful and i double check the sprite items if they were add already inside my data.grf. on the other hand when i try using grf builder to add my custom sprites i dont get any sprite errors :/ i hope someone can help me here thanks
  10. Hello Sir Euphy Regarding about your trunk/npc/re/merchants/ticket_refiner.txt can you make a code that only +0 items can be upgraded? because if they have +2 equipment and used +8 refine deed automatically it will add and become +10 which should be +8 only More Powers
  11. Hello Sir Euphy Regarding about your trunk/npc/re/merchants/ticket_refiner.txt can you make a code that only +0 items can be upgraded? because if they have +2 equipment and used +8 refine deed automatically it will add and become +10 which should be +8 only
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